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Natalie Brezack; Melissa Lee; Kelly Collins; Wynnie Chan; Mingyu Feng – Grantee Submission, 2025
Students' effort and emotions are important contributors to math learning. In a recent study evaluating the efficacy of MathSpring, a scalable web-based intelligent tutoring system that provides students with personalized math problems and affective support, system usage data were collected for 804 U.S. 10-12-year-olds. To understand the patterns…
Descriptors: Intelligent Tutoring Systems, Problem Solving, Behavior Patterns, Student Behavior
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Ella Anghel; Lale Khorramdel; Matthias von Davier – Large-scale Assessments in Education, 2024
As the use of process data in large-scale educational assessments is becoming more common, it is clear that data on examinees' test-taking behaviors can illuminate their performance, and can have crucial ramifications concerning assessments' validity. A thorough review of the literature in the field may inform researchers and practitioners of…
Descriptors: Educational Assessment, Test Validity, Test Items, Reaction Time
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Kang, Jina; Liu, Min – Technology, Knowledge and Learning, 2022
An open-ended serious game can engage students' scientific problem-solving processes. However, understanding how students learn higher-order thinking skills through solving a problem in an open-ended game system is a challenge. The complex game systems may make learning more difficult for students with different characteristics such as an at-risk…
Descriptors: Student Behavior, Behavior Patterns, Navigation, Educational Games
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Jiang, Bo; Zhao, Wei; Zhang, Nuan; Qiu, Feiyue – Interactive Learning Environments, 2022
Block-based programing languages (BBPL) provide effective scaffolding for K-12 students to learn computational thinking. However, the output-based assessment in BBPL learning is insufficient as we can not understand how students learn and what mistakes they have had. This study aims to propose a data-driven method that provides insight into…
Descriptors: Programming Languages, Computer Science Education, Problem Solving, Game Based Learning
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Heidi Taveter; Marina Lepp – Informatics in Education, 2025
Learning programming has become increasingly popular, with learners from diverse backgrounds and experiences requiring different support. Programming-process analysis helps to identify solver types and needs for assistance. The study examined students' behavior patterns in programming among beginners and non-beginners to identify solver types,…
Descriptors: Behavior Patterns, Novices, Expertise, Programming
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Jina Chang; Tang Wee Teo; Aik Ling Tan – Research in Science Education, 2025
Guiding students' STEM problem solving entails dynamic processes driven by changes in real-world contexts. To understand these processes, we aimed to identify the formation and influence of 'norms' as shared behaviour patterns desirable in STEM problem-solving. To this end, 10 sessions of STEM lessons for secondary students were carried out, and…
Descriptors: Foreign Countries, Secondary School Students, Epistemology, Norms
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Jinju Lee; Jongchan Park; Dongsik Kim – Instructional Science: An International Journal of the Learning Sciences, 2024
This study investigates when and how awareness of knowledge gaps (AKG) manifests by observing the problem-solving phase of the educational approach known as problem-solving followed by instruction (PS-I). By comprehensively exploring cognitive and metacognitive process of learners during this phase and categorizing students' judgements of…
Descriptors: Knowledge Level, Problem Solving, Metacognition, Cognitive Ability
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Maria Adriana Neroni; Nathan Crilly; Maria Antonella Brandimonte – Journal of Creative Behavior, 2024
When faced with the need to transform an object, idea, or situation, people have a tendency to favor adding new components rather than removing existing ones. This is called the "additive bias." Previous research, along with historical and anecdotal examples, shows that this bias may significantly reduce problem-solving abilities and…
Descriptors: Association Measures, Associative Learning, Bias, Problem Solving
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Cheung, Monit – Journal of Social Work Education, 2022
The miracle question (MQ) is a technique for assessing clients' ability to discover their potential in search of solutions. Educators can train students to use the classic MQ (What would life be without this problem?) to develop solution-focused skills in social work and counseling. This article describes the MQ Variations tool derived from the…
Descriptors: Teaching Methods, Social Work, Counselor Training, Questioning Techniques
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Schleifer-Katz, Evan; Ortu, Daniele – Analysis of Verbal Behavior, 2023
The discipline of film studies often engages in analyses of the functions of filmmakers' decisions in terms of their effects on viewers. Behavior analysis uses a similar, functional-analytic approach toward understanding the relationship between individuals' behavior and the environmental effects that maintain their behavior. Given converging…
Descriptors: Acoustics, Films, Behavior Patterns, Correlation
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Li, Shan; Zheng, Juan; Lajoie, Susanne P. – Educational Technology & Society, 2022
Examining the sequential patterns of self-regulated learning (SRL) behaviors is gaining popularity to understand students' performance differences. However, few studies have looked at the transition probabilities among different SRL behaviors. Moreover, there is a lack of research investigating the temporal structures of students' SRL behaviors…
Descriptors: Problem Solving, Intelligent Tutoring Systems, Metacognition, Sequential Approach
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Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Laboratory courses can help students learn in a meaningful way. In the past, students encountered difficulties in chemistry laboratory courses due to limited access to equipment and space for practicing experimental operations. In recent years, virtual laboratories have allowed students to repeatedly practice in order to achieve their experimental…
Descriptors: Concept Mapping, Virtual Classrooms, Laboratories, Student Behavior
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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Kun Huang; Victor Law; Xun Ge; Yan Chen; Ling Hu – Journal of Computing in Higher Education, 2025
Information problem solving (IPS) is an important twenty-first century skill, but it is lacking at all age levels. One type of information problem, those of an ill-structured nature that require multiple iterations of (re)defining problems and formulating emerging solutions, can be particularly challenging but have received less attention in the…
Descriptors: Problem Solving, Epistemology, Beliefs, Student Attitudes
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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